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This commit is contained in:
2022-12-06 22:20:26 +01:00
parent c3aaf104e2
commit 7c62ae2d2e
2 changed files with 34 additions and 34 deletions

View File

@@ -14,14 +14,15 @@ public partial class player : CharacterBody3D
public Camera3D camera;
public Vector3 camPosition;
public Vector3 playerResetPosition;
public Vector3 direction;
//TODO: Add camera max rotation on ground (Preventing turning camera to upside down)
//TODO: rotate player "model" better in walking direction
//TODO: just rotate model not just everything
public override void _Ready()
{
cameraCenter = GetNode<Marker3D>("camera_center");
camera = GetNode<Camera3D>("camera_center/spring_arm/camera");
mouseSensitivity = mouseSensitivity / 2;
minCamPitch = minCamPitch + (float)Math.PI / 2;
maxCamPitch = maxCamPitch + (float)Math.PI / 2;
Input.MouseMode = Input.MouseModeEnum.Captured;
}
public override void _Process(double delta)
@@ -41,7 +42,7 @@ public partial class player : CharacterBody3D
velocity.y = JumpVelocity;
Vector2 inputDir = Input.GetVector("move_left", "move_right", "move_forward", "move_backward");
direction = (Transform.basis * new Vector3(inputDir.x, 0, inputDir.y)).Normalized();
Vector3 direction = (Transform.basis * new Vector3(inputDir.x, 0, inputDir.y)).Normalized();
if (direction != Vector3.Zero && Input.MouseMode == Input.MouseModeEnum.Captured)
{
velocity.x = direction.x * Speed;
@@ -60,20 +61,18 @@ public partial class player : CharacterBody3D
velocity.z = Mathf.MoveToward(Velocity.z, 0, Speed);
}
Velocity = velocity;
MoveAndSlide();
Velocity = velocity;
MoveAndSlide();
}
public override void _Input(InputEvent @event)
{
if(@event is InputEventMouseMotion motionEvent && Input.MouseMode == Input.MouseModeEnum.Captured)
{
Vector3 generalRot = Rotation;
if (direction != Vector3.Zero) generalRot.y -= motionEvent.Relative.x * mouseSensitivity * (float)gotDelta; ;
Rotation = generalRot;
generalRot = cameraCenter.Rotation;
if (direction == Vector3.Zero) generalRot.y -= motionEvent.Relative.x * mouseSensitivity * (float)gotDelta; ;
generalRot.x -= motionEvent.Relative.y * mouseSensitivity * (float)gotDelta; ;
generalRot.x = Mathf.Clamp(generalRot.x, minCamPitch, maxCamPitch * (float)gotDelta);
Vector3 generalRot = cameraCenter.Rotation;
generalRot.y -= motionEvent.Relative.x * mouseSensitivity * (float)gotDelta;
generalRot.x -= motionEvent.Relative.y * mouseSensitivity * (float)gotDelta;
//generalRot.x = Mathf.Clamp(generalRot.x, minCamPitch, maxCamPitch); // doesn't do anything?
cameraCenter.Rotation = generalRot;
generalRot = cameraCenter.Rotation;
}